Share this post

Link to post

Share on other sites

I think a visible grid would help, particularly to solve ambiguities between height variations and horizontal displacements, count horizontal distances, count height differences (this tile is N layers above the adjacent tile). Seamless isometric graphics work well with simple natural shapes and ramps, like in Starcraft, not with stylized steps.

Alternatively, a nicer map structure would be legible without needing outlines; I don't think a regular structure (e.g. Q*bert) could be an option given the current screenshots, but maybe you can decide that the game is set on a slope (given two tiles if x1>x2 or y1>y2 then z1>=z2) to prevent occlusion and avoid having to turn the viewpoint.